

From the very beginning of Black/White, the mysterious Team Plasma, and the Seven Sages drive the story. They're the cliché of an evil group of trainers, but this time they serve the plot of the game. I went from literally catching them all in Diamond/Pearl, to burning out and not finishing HeartGold/SoulSilver, but Black/White brought me back because it has more to offer.įirst, the villains aren't dumbasses. For ones groaning, "Oh crap, not again!" or "What the crap are you talking about?" listen up. And, yes, you still defeat an evil group of people with a villainous plot. You still journey from town to town, kicking everyone's butts and taking their money as you collect eight badges. You still get a grass/fire/water Pokemon from a world renowned Pokemon professor who happens to live in your tiny, three building town. You still play a 10-year-old kid who doesn't seem to have a Dad. Game Freak didn't decide to turn the series on its head, and Black/White remains formulaic.
